Hey there, I have a question that may have an obvious answer: Is there a hotkey/shortcut for the renaming window for cities/vehicles/etc? I use renaming very much for vehicles as well as station names, and now I have to go to the information screen and click exactly in the top right corner to rename something. It would be nice that if a vehicle screen for example was open and active, you had a hotkey or something that immediately showed the renaming box. Ctrl+U and WHAM! key in the new name. Anyone?

I end up thinking that it would require big changes because currently wall clock setting is not saved -- it is purely client setting. So you cannot rely on that for "ruch hour". If wall clock setting were to be changed to be saved in save game then I might consider implementing it.

if that ever gets implemented, it must be completely separate from the wallclock.

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I end up thinking that it would require big changes because currently wall clock setting is not saved -- it is purely client setting. So you cannot rely on that for "ruch hour". If wall clock setting were to be changed to be saved in save game then I might consider implementing it.

if that ever gets implemented, it must be completely separate from the wallclock.

While I agree in principle, having ruch hour without wall clock does not sound useful.

I know I could have like, cycle start tick, cycle duration in tick, and ruch hour peak time(s) in tick offset(s), but then syncing up with wall clock is going to be difficult.

Hey, JGR. Any chance of this making it into the patch pack? Also, will multiple track types on diagonal tiles be added at some point?

_________________Licenses for my work...You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.

Sorry if this was already suggested and or commented on, but i really like the concept of this ATC patch.Is there any chance you could evaluate the possibilities of including a comparable feature?I guess regarding the age of the patch, merging it would be quite difficult.

Sorry if this was already suggested and or commented on, but i really like the concept of this ATC patch.Is there any chance you could evaluate the possibilities of including a comparable feature?I guess regarding the age of the patch, merging it would be quite difficult.

I've suggested already, but there are some major bugs and JGR already evaluated, one bug is trains accelerating towards signals near junctions, another is when double diagonal tracks, trains slows down to the smaller speed train (even if they are on opposite direction).

Nevermind, I solved it by commenting out the duplicate declaration in shobjidl.h, and now it compiles just fine, for OpenTTD anyways. I don't know what this will do for compiling something else, but I can always uncomment the section again.

I've found a bug: On my map IS is widely used, but competitors vehicles can't auto-replace in my depots at all. This causes competitors vehicles getting old as mt washington. Is it possible to add an option: "Allow competitor vehicles auto-replace in my depots"?

Thanks.

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_________________Licenses for my work...You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.

Did it write a crash savegame? It would be quite useful if you could post that, if there is one.If not another savegame of the game could be useful.

It looks like you were trying to remove a strip of road. The issue appears to be related to language files and/or error message texts. Just to check, are the language files which you're using up to date with the executable?

eshield wrote:

Hello,

I've found a bug: On my map IS is widely used, but competitors vehicles can't auto-replace in my depots at all. This causes competitors vehicles getting old as mt washington. Is it possible to add an option: "Allow competitor vehicles auto-replace in my depots"?

Did it write a crash savegame? It would be quite useful if you could post that, if there is one.If not another savegame of the game could be useful.

It looks like you were trying to remove a strip of road. The issue appears to be related to language files and/or error message texts. Just to check, are the language files which you're using up to date with the executable?

I was indeed trying to remove a piece of road. Don't see why the issue is with the language files, but you're the expert. Here's the emergency save... I think?

_________________Licenses for my work...You automatically have my permission to re-license graphics or code by me if needed for use in any project that is not GPL v2, on the condition that if you release any derivatives of my graphics they're automatically considered as ALSO GPL v2 (code may remain unreleased, but please do provide it) and carry this provision in GPL v2 uses.Please ask someone in-the-know to be sure that the graphics are done by me. Especially TTD-Scale, long story.

Last edited by SimYouLater on Sun Dec 09, 2018 6:31 pm, edited 2 times in total.

I believe its just an extension of the long reserve patch you have already included

Integrating this brings up a lot of questions about behaviour and edge cases which haven't really been addressed IMO.I don't think it really makes sense to include this without also including something like YAAM, which also raises again the question of what to do with block signals, as the current behaviour does not make sense.As the various block/pre signals are fairly useless in a yellow PBS/YAAM environment, I'd be inclined to think more radically about signal types.As for integration with the long reserve feature, as the yellow signals patch effectively turns it on by default, there needs to be some non-tedious way to turn it off on a per-signal basis.

If I did merge it, it would have to be off by default as it would cause havoc if unexpectedly enabled on an existing game.Either way, a significant amount of thought/more development needs to occur before it would be sensible to merge this sort of behaviour.

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